Manticore

Combat

Manticore

Large Magical Beast

Hit Dice:

6d10+24 (57 hp)

Initiative:

+2

Speed:

30 ft. (6 squares), fly 50 ft. (clumsy)

Armor Class:

17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

Base Attack/Grapple:

+6/+15

Attack:

Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19-20)

Full Attack:

2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19-20)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Spikes

Special Qualities:

Darkvision 60 ft., low-light vision, scent

Saves:

Fort +9, Ref +7, Will +3

Abilities:

Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9

Skills:

Listen +5, Spot +9, Survival +1

Feats:

Flyby Attack, Multiattack, Track B, Weapon Focus (spikes)

Environment:

Warm marshes

Organization:

Solitary, pair, or pride (3-6)

Challenge Rating:

5

Treasure:

Standard

Alignment:

Usually lawful evil

Advancement:

7-16 HD (Large); 17-18 HD (Huge)

Level Adjustment:

+3 (cohort)

A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common.

Combat

A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.

Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.

Skills: Manticores have a +4 racial bonus on Spot checks.